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Course structure You will be designing and building games. Lots of them. You will be programming, but only game logic, no hard math, graphics or 3D. You will not be producing any art (well, maybe one or two pieces).

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Final exam Last day of class (12.13) Based solely on in-class lectures Take notes in your journal or fail

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Assignment 01 Choose a project partner Exactly two people per team Name your team Sit together for rest of course

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Assignment 01 (cont.) Make a team Web page Must include: Name of project team Names/logins of team members Link to main.html file of each project, beginning with Assignment 03 Must be readily accessible No password, subscription, malware

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Dissolving a team Before Class 6 (Monday 11.12) Set up a meeting with me All team members must attend Defend and negotiate Soloists are strongly discouraged and get no mercy!

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Assignment 02 Begin and maintain a creative journal Bring your journal to every class Submit on last day of class Used to decide edge grading cases

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Journal requirements Write your name on cover or first page Use frequently, and date every entry During or after every class After every reading assignment During or after every team meeting At least one substantial item per entry Be legible Nothing too private

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The process by which a designer creates a context to be experienced by a participant, from which meaning emerges. Designers create meaningful experience contexts.

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What is a game designer? Play = Superfluous action Toy = Something that elicits play Game = Toy with a rules and a goal Designer = Creator of meaningful experience contexts Game designer = Creator of meaningful experience contexts which elicit superfluous action with rules and a goal

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Problem #1 Overwhelming preoccupation with production and presentation issues. Little focus on activity design. “The content of a game is its behavior, not the media that streams out of it towards the player.” Hunicke, LeBlanc, Zubek

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Problem #2 Game designers don’t get enough kunst. Not enough completed projects, too much time spent on each project. “Your first ten games always suck.” How to quickly get to Game Eleven?

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Assignment 03: Build a toy or gizmo Build a toy or gizmo with Perlenspiel Journal as you design and code Post your toy before noon next Monday Bring your toy to Monday’s class

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Objective 1: Build a toy or gizmo Must meet definition of a toy or gizmo Must work without breaking Must be self-documenting Perlenspiel docs on web site Javascipt docs in ebooks, online Design must be yours alone Name your toy Report “engine bugs” ASAP

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Need help? Consult etexts on course Web site Consult examples at perlenspiel.org Visit www.w3schools.com/js/ Teaching assistant will be in IMGD Lab tomorrow (10 – 11 am) Email him anytime with questions Really stuck? Okay to ask an engineer for help But give credit to any helpers! Toy design must be yours alone

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Perlenspiel archive Projects will be available on the Web for future classes to study You must explicitly release your code to the public domain // Released to the public domain